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Chapter 3 Theories Behind Gamification of Learning and Instruction Overview What learning theories support the use of games within the instructional process? What elements of motivational theory apply to the gamification of learning and


  1. Chapter 3 Theories Behind Gamification of Learning and Instruction

  2. Overview • What learning theories support the use of games within the instructional process? • What elements of motivational theory apply to the gamification of learning and instruction?

  3. Introduction • How learning theory support the use of games? • Operant conditioning and the reinforcement schedules • Are the distributed practice, social learning theory, achieving the flow state, scaffolding and game levels, and the power of episodic memory?

  4. Motivation • Intrinsic Motivation • Is the motivation primarily driven from within the learner? • Extrinsic Motivation • Is the motivation from some external factor? This is known as extrinsic motivation

  5. Intrinsic Motivation • When a person undertakes an activity for its own sake • Open a book and read for self-fulfillment, not because of some external reward • May lead to a greater depth of learning and more creative output • Rewards come from the carrying out an activity rather than from the result of the activity.

  6. Extrinsic Motivation • Behavior undertaken in order to obtain rewards or avoid punishment • Grade, praise, certificate, badge, reward, prize or admiration from others • We will have six motivation models that describe elements of both intrinsic and extrinsic motivations.

  7. 1. ARCS Model • Well known model in the field of instructional design • Used as a framework in creating e-learning and courseware • Attention – Perceptual, inquiry, variability • Relevance – Goal orientation, match motives, familiarity, modeling • Confidence – Clearly state the learning requirements and expectations in the beginning; Small opportunities for success; Different and challenging experiences that build upon one another • Satisfaction – Opportunity to apply new knowledge and skills; Positive encouragement and reinforcement.

  8. 2. Malone’s Theory of Intrinsically Motivating Instruction • Why games are so much fun and motivational? • Challenge • Goals with uncertain outcomes. • Personally meaningful to the learner • Fantasy • An environment that “evokes mental images of things not present to the senses or within the actual experience of the person involved” • Can make instructional environments more interesting and more educational • Extrinsic and Intrinsic fantasies • Curiosity • An optimal level of informational complexity and a novel and exciting environment • Sensory and Cognitive curiosity • Random surprising feedback for engagement.

  9. 3. Lepper’s Instructional Design Principles for Intrinsic Motivation • Promoting intrinsic motivation in instructional activities to avoid having to rely on extrinsic motivational techniques • Control • Decrease or minimize any extrinsic constraints • Challenge • Goals of uncertain. Timely feedback. Multiple goals and levels. • Curiosity • Areas of inconsistency, incompleteness • Contextualization • Present the activity in a functional simulation or fantasy context

  10. 4. The Taxonomy of Intrinsic Motivationf • Internal Motivational: • Challenge • Curiosity • Control terms of the contingency, choice, and power • Fantasy • Interpersonal Motivational: • Cooperation • Competition • Recognition

  11. 5. Operant Conditioning • Create operant conditioning • Choose a proper reward schedules

  12. 6. Self-Determination Theory (SDT) • Autonomy • A person has the feeling that they are in control and can determine the outcome of their actions. • Competence • A need for challenge and a feeling of mastery. • Relatedness • Experienced when a person feels connected to others. Online multiplier game or friends or families are playing together.

  13. Distributed Practice • What is distributed practice? • Also called spaced practice, or spaced rehearsal • Opposite: Mass Practice • Robust and powerful phenomenon in learning • Long-term retention and recall of content • Avoid fatigue and less efficient • Not better in immediate learning, only for a period of time. • Varying storylines, different areas open, content; no same experience twice

  14. Scaffolding • Different levels • Easy  Intermediate  Hard • Demonstration  Practice  Test • Progressive disclosure

  15. Social Learning • Human social models can be effective in influencing another person to change behaviors, beliefs, or attitudes. • Virtual Human

  16. Flow • Achievable Task • Concentration • Clear Goals • Feedback • Effortless Involvement • Control Over Action • Concern for Self Disappears • Loss of Sense of Time

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